Flaretech the optical keyboard switch

Gamers and MK fans rejoice, the Flaretech switch is a step closer to the next generation of mechanical keyboards and also the switch we use in the Wooting one mechanical keyboard.

The technical specifications of the switch open some amazing possibilities when you put the right minds on it. So, let me introduce the Flaretech Switch, an optical mechanical switch.

The Flaretech Switch

The Flaretech switch is an optical switch, meaning it uses a sensor and light to read the position of the keypress opposed from a regular switch that uses conductivity to activate a keypress. This is important to know because:

It’s possible to read different values from a single keystroke, hence Analog input

The switch doesn’t need to be soldered onto the PCB (the circuit board)

For now, there is a red and blue switch available. As the color indicates, it has similar specifications to those of CherryMX. Let me put that into a comparison.

Switch Comparison

Red Switch Comparison Table

Flaretech red switch

CherryMX red switch

Operating Force

55 cN – Linear

45 cN- Linear

Keystrokes

100 million

50 million

Debounce

0.03ms

5ms

Tactile feedback

No

No

Audible feedback

No

No

Total travel distance

4mm

4mm

Actuation point

2-4mm

2mm

Reset point

2-4mm

1.9mm

Keycap stem

MX (cross)

MX (cross)

Blue Switch Comparison Table

Flaretech blue switch

CherryMX blue switch

Operating Force

55 cN – Non-linear

50 cN – Non-linear

Keystrokes

100 million

50 million

Debounce

0.03ms

5ms

Tactile feedback

Yes, on 2mm down and back up

Yes, on 1.7mm down

Audible feedback

Yes, on 2mm down and back up

Yes, on 1.7mm down

Total travel distance

4mm

4mm

Actuation point

2-4mm

2.2mm

Reset point

2-4mm

1.5mm

Keycap mount

MX (cross)

MX (cross)

(disclaimer: We can’t officially speak for Flaretech or CherryMX specifications. Data is subject to errors)

Analog compatible

It’s analog compatible. You can’t simply install a Flaretech switch on a mechanical keyboard and expect it to magically be analog. The switch itself is a dummy that’s entirely mechanical. It’s the sensors installed on the PCB that can read an analog value.

Modular Switch

It’s modular, in the sense that it’s hot-swappable without any technical knowledge. It’s literally as simple as removing a keycap for another. But it’s not compatible with other switch brands.

To make sure you install it correct, it also has a little dummy proof clip on the side (not visible on this prototype version).

Since the switch is swappable, we’ve taken the liberty to also make the Wooting one top plate swappable without any technical knowledge. You can just unscrew the top plate and screw another in its place.

MX mount compatible

You can install any standard set of keycaps because it has the same mount as CherryMX switches.

Fast response time

It’s literally light(n)ing fast because the signal is sent with the speed of light, the input lag is dependent on other factors than the switch opposed to regular mechanical switches that suffer from a significant debounce time.

LED light

The switch uses SMD LED, so it’s installed on the PCB and not on the switch. It doesn’t go through the center but through an opening on the top of the switch.

What does this mean for Wooting one

In our search for making a real Gaming mechanical keyboard, we were looking for the best solution to capture an analog signal from keypresses. There is a multitude of possibilities: pressure, capacitive, magnetic and piezo fabric to name a few but there’s another challenge beyond it, cost per switch.

So when we found the Flaretech switch and saw it was optical, we immediately knew that this was it. As a bonus the switch was swappable.

For the best analog experience, we’ve opted for the Flaretech red switch because its smooth linear feel without any tactile or audible feedback. Since you can depict your own actuation point it would feel weird to receive a bump at 2mm but actuate at 3mm.

Now that we’ve figured out the hardware side of things, it’s all boiling down to our firmware implementation.

Switch limitation

Our work with the Flaretech switch has shown the manufacturer that a full-analog keyboard is a viable and an affordable option. Initially, they assumed that it would be too expensive to implement it keyboard wide (on each key), thus, their original design was aimed for digital input. (boo!)

The switch mechanically blocks all light until 2mm because it was initially designed to send a digital input as soon as it received a light signal. So, to set the actuation point, they had to block all the light until its actuation point. But since we figured out how to effectively make the entire keyboard analog, it’s possible to set your own actuation point and therefore doesn’t need this mechanical solution.

Thankfully, this is a temporary limitation because further development is taking place and with your support for the Wooting one more resources will be allocated to gain the entire 4mm range with a simple switch upgrade.

To clarify, the range is limited by the dummy switch, not the keyboard (PCB) itself and since they are hot-swappable, it’s an easy upgrade. This means we can read analog values over a 2mm range until the next (foreseeable) switch upgrade.

July Update: New analog switch in development. New spec update coming soon…

Temporary Limitation, Not a big deal

All that being the case, we’ve already played around with the 2mm range and it’s extremely accurate and noticeable. In our experience, you’ll already press the key half way down before you feel a comfortable resistance and start floating around.

You can take our word for it but we’ll make sure others we’ll get to share their opinion about it as well.

Introducing the all-new Flaretech optical mechanical switch for Gamers . The ultimate analog compatible switch, handmade with microscopic details by the smartest engineers in the world exclusively for gaming. The unbeatable responsiveness and blazing speed of the Flaretech optical mechanical switch will never miss a beat and enhance your gaming and typing experience beyond imagination.

This is why the Flaretech switch will give you the winning edge.

THE ALL-NEW FLARETECH SWITCH

Is it a…

Flaretech Red switch

Standard “Gaming” Red Switch

Flaretech Switch

✓

✗

Analog compatible

✓

✗

Optical switch

✓

✗

in a Wooting one

✓

✗

Up to 100mil Keystrokes

✓

✗

Swappable switch

✓

✗

Smooth 55g

✓

✗

Make instant headshots

✓

✗

Be called hacker

✓

✗

100% chance on epic loot

✓

✗

Verdict:

😎

💩

Feed us Back ~ Thank you!

When we just started this project, we told ourselves that we should always seek out for feedback, stay true to ourselves and everybody around us. That’s why our communication channels are always open for everybody and when we get the chance, we answer as many people as we can.

So, don’t feel like you missed out and share your opinion, concerns, thoughts, ideas, questions, critical thinking or anything that pops into your mind with us:

I understand what you mean. We don’t use Ps/2 because it will limit the amount of information we can send, particularly analog.

PS/2 work on an interrupt basis, meaning the KB signal is directly sent to the PC. USB works on a refresh-rate, checking every 1ms if there’s a signal.

Nearly all keyboard that uses PS/2 (particularly mechanical keyboard) however have a debounce delay. CherryMX, for example, has 5ms debounce delay. Thus, no matter if you use USB or PS/2, speed will not make the difference.

In our case, we have a 0.03ms debounce, if we would have used/or included a PS/2 possibility, we are able to go below the 1ms delay.

Hey Calder,
what will be the actuation point at the beginning of kickstarter? Are you releasing the keyboard already with the entire 4mm range, or will it be a future upgrade? If this is the case, when are you planning to upgrade the switches?

The first version will have an actuation point at 2mm. The 4mm will be a future upgrade, it’s unknown when we will realize the 4mm yet for two reasons:

1. We’ve already looked if there was an easy solution to increase the range but it’s a bit more complicated, which means more time and money to find a solution.
2. Therefore, the manufacturer can’t majorly invest in another version at this point without releasing its stable version first and us proving it’s worth the investment.

We’re and will push for it daily, but we can use all the help there is to prove that it’s worth the investment right now!

Thanks as always for your response, Calder. 😉
I was hoping for a full range actuation point, but this project is still awesome, so I’ll support it with 10€ while waiting for numpad and full 4mm actuation point. I am sure this kickstarter will be an epic success since the price is perfect.
Keep up the good work man! 😉 I hope to see an upgrade as soon as possible.
Cheers from Italy.

My thoughts on the wooting:
I have thought of this idea while playing a racing game and how awesome it would be, so I was so excited when I saw this on YouTube. How do you change the backlight color? (With software?). I would LOVE a version that has a number pad and doesn’t have a raised keys. And what is the price?

I’ve been searching for the supplier of these switches high and low. Ebay, Alibaba, etc… I’d like to get a few samples to make a small USB peripheral game pad with a micro-controller (Hopefully at a cheaper price). Does anyone know how I can get in contact with them? Seems they’re the only company that does this sort of tech. My next option would be harnessing the Piezoelectric effect for analogue switching.

I have a HID design with analog buttons that I’m trying to make a reality, and this tech would be perfect for it. How could I go about using this to make my own device with about 12 keys? Could I purchase the parts separately and make my own custom device?

Unfortunately, it’s not that simple. We are not against it but the parts required on the PCB (IR/PT) are so small and particular that it’s not available in the aftermarket and impossible to solder by hand.

What a crock.
“In this case, we use USB, so it limits us to 1ms delay.”

Er no……..
Your delay is the FULL chain delay.
Just because you can get a USB “Frame” every 1ms DOES NOT mean the system delay is 1ms.
so your claim of 1ms is actually bullshit.
It is highly dependent on getting the results back to “user space”, and you will find that his delay is what actually dictates and overrides much of the “cool aid” you are trying to sell.
Then we get into something called “debounce code”, this is a delay that is DELIBERATELY inserted by the programmer of the system routines.

so even if you have a switch that operates at the speed of light and debounces in .00000000001 of a ms, there is NO way for the switch to communicate BACK to the internal software it is debounced already.
The system will stick that all into a delay routine to ensure that the switch is actually fully debounced at a SYSTEM code level, it is this that is a major factor in the process.

so unless you start writing your OWN HID drivers and kernel code + games code,
of provide the research to show the results…

I’m a little surprised at how much hostility you’ve written your comment. We’re always open to a discussion and welcome feedback, but let it be in a calm and less judgmental method next time.

You are right about USB, it cycles every 1ms and depending on when during the cycle you press, the delay can be less than 1ms. But it’s highly variable and dependable… My explanation in the comment just simplifies it when you take USB in comparison to PS/2.

When it comes to debounce. Switches have their own literal hardware debounce, with metal contacts on CherryMX this is 5ms according to their spec sheet. This is likely more in cheaper clone versions.

Because of this debounce, you need to add a debounce delay in the keyboard firmware, otherwise you will get keychatter. Thus with a CherryMX switch you’re already forced to delay at least 5~6ms, and that’s not taking into account that the switch will wear/tear or possibly have a faulty one inside (which is high, per keyboard =~ 104 switches). To reduce RMA, manufacturers are more likely add 10~15ms delay.

When it comes to the firmware/software delay inserted by the programmer to ensure that the program cycle is complete before entering another process, this is indeed a limitation you will hit when trying to reach the fastest possible input. But here you start to enter a gray zone.

With the Flaretech switches, we are not limited by the hardware or need to add a major debounce delay in the firmware. We will and do start to hit limitations of software run cycles. But this is a soft limit, it can be improved and bettered with trial and error. It’s something you can’t easily base on theory.

Unless there is a proven, consistent method/test that can put the real input speed to the test, you can only base it on theory or limit the amount of factors that play a role. i.e. take away input to pc, limit it to keyboard read cycle.

How are you going to explain it to this details to the general public, while a lot of gaming companies will claim optimal numbers based on faulty theories (i.e. they quote the switch debounce and don’t even consider key reading matrix).

We write our own keyboard firmware and made the PCB design. It’s our ultimate goal to get the most out of it and push its limits.

Hopefully, this clarifies it for you and if you have any questions, you’re welcome to ask.

[…] force, around a 2 mm actuation point, a 4 mm total travel distance, and so on. The manufacturer claims that debounce time of its optical/infrared switch is 0.03 ms, significantly lower than 5 ms of a […]